Robot Jesus Saves 2.0

published Aug 04, 2019 | | |
Card draw simulator
Odds: 0% – 0% – 0% – 0% more
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Robot Jesus Saves 0 0 0
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Willisbatman 12

I wanted to revisit a older deck ( the concept for this deck is a few years old)that I had made that was fun but not super competitive to see if I can tune it up and make something fearsome . The core concept of the deck is to flood the field with large studs while thinning your deck with a bit of slide then to use amazing grace to out maneuver your opponents . It has the power to shoot early but has the tools to go mid or late game well . I also really like the idea of a gadget/ blessed deck . I am also playing around with idea of using a legend for the deck any thoughts or advice would be welcome!

9 comments
Aug 04, 2019 Harlath

Could look at Curse of Failure over Kidnappin' for a similar (ish) effect that doesn't fail Yagn's Mechanical Skeleton pulls?

As you have Agent Provocateur to sit at home chucking out bounties is it worth using the original home instead? Would also give you another starting ghost rock that you could invest in a 5th starting dude - perhaps a bullet catcher like Willa Mae MacGowan? Or you could add Darius Hellstromme too as you mentioned wanting to try a Legend? Neither Yagn's Mechanical Skeleton nor Aetheric Shockwave Inducer require booting and would therefore work well. Another reason to switch to Law Dogs is that it is more reliable - in the very matches you need it most (v slide or control with loose structures) your opponent is unlikely to cheat.

That said, this deck isn't using wanted cards to go after people, so perhaps less relevant for that and more about extra starting GR, but also enable Fiery Rhetoric. Or you could look at Fort 51 or The Arsenal - might be a good chance to try out the new LD home.

As you're on J is Xiong "Wendy" Cheng (Exp.1) worth looking at? She might be a little pricey but she's very strong.

On J, Hellstromme Plant #9 seems well worth consideration as an efficient ghost rock product (3GR for +2) with a control point.

On 10 - Unprepared is always strong or maybe Too Much Attention, depending on which home you go with. I also like 1x Recruitment Drive to fetch back key dudes or deeds, depending on the board state. 1x Clyde Owens would be on value and give you another forced callout as he can force a fight with booted/wanted dudes at your opponent's home.

Aug 05, 2019 Willisbatman

I think you are right I should run this out of the old home ( for all the reasons you said) with Travis in the starting party Wendy could come to the party as I love Love new murder Momma with all of my heart . I like not rocking to many I kill you at home cards as I teach alot of people how to play/play against new players and I like to give them a place to hide so Clyde isn't gonna not go to the party . it's also why the job line up in the deck does wildly different effects and they are each one offs . ( Recruitment drive is going to find a home because I should show it's unique effect) thanks for the feedback !

Aug 05, 2019 Willisbatman

I think you are right I should run this out of the old home ( for all the reasons you said) with Travis in the starting party Wendy could come to the party as I love Love new murder Momma with all of my heart . I like not rocking to many I kill you at home cards as I teach alot of people how to play/play against new players and I like to give them a place to hide so Clyde isn't gonna not go to the party . it's also why the job line up in the deck does wildly different effects and they are each one offs . ( Recruitment drive is going to find a home because I should show it's unique effect) thanks for the feedback !

Aug 05, 2019 Harlath

Glad some of my thoughts helped and 100% agree on tailoring the decks to its purpose and environment, in this case helping to teach people. :)

Aug 05, 2019 Findegil

I see the attraction of using spare stay-at-homers for the original home, but personally I'd be inclined towards Fort 51 which gives you both pretty reliable bounty-adding and an effect to benefit from the bounty.

Some more on-value suggestions (modify as necessary for your new players-environment):

Maggie Harris can fish out Skeletons and attach them long-distance.

Hattie DeLorret is a must for nerfing Wanted opponents

Ebenezer Springfield gives you a cheapish backup Blessed and another bounty source

POST-A-TRON - More robots! (and cash)

Soothe , Walk the Path, Guiding Light give you more chess-maneuvering power.

The Law Goes Underground seems a decent mechanical and thematic fit with the horde of Quatermen (and the occasional Deputy)

Aug 05, 2019 Findegil

I see the attraction of using spare stay-at-homers for the original home, but personally I'd be inclined towards Fort 51 which gives you both pretty reliable bounty-adding and an effect to benefit from the bounty.

Some more on-value suggestions (modify as necessary for your new players-environment):

Maggie Harris can fish out Skeletons and attach them long-distance.

Hattie DeLorret is a must for nerfing Wanted opponents

Ebenezer Springfield gives you a cheapish backup Blessed and another bounty source

POST-A-TRON - More robots! (and cash)

Soothe , Walk the Path, Guiding Light give you more chess-maneuvering power.

The Law Goes Underground seems a decent mechanical and thematic fit with the horde of Quatermen (and the occasional Deputy)

Aug 07, 2019 DoomDog

I feel it's wworth pointing out that the way The Law Goes Underground and QUATERMAN work means that you'd have to discard your robot buddy if he's your only stud dude, and any QUATERMEN you have in the shootout won't go home booted when you use it, instead staying for another round.

Aug 14, 2019 Findegil

Whoops, thanks, I overlooked that clause - that reduces the value of my suggestion considerably.

But how does this work with, say, The Sloane Gang - can Quatermen not use it at all, or do you get to say "Well, I tried to boot him, that didn't work, now the rest of the effect still applies"?

Aug 14, 2019 DoomDog

The first sentence requires you to boot a dude in town square, so QUATERMAN can't use the ability.